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Zakuta Asura

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Everything posted by Zakuta Asura

  1. The game actually looks alright - speed is definitely an issue...sprited might not animate well but they look quite nice stationary. :s
  2. Actually, Robo-Ky can be hit with S(f) after a tatami if close enough and if you're in the corner and the situation presents itself, you can do Tatami, S(f) jc -> DL. Same goes for the midcreen tatami loops.
  3. rtl42 is most helpful. ^.^
  4. You can hit Johnny when he does Jackhound. He may be invisible, but he's still a target as he only dashes right past you - he doesn't teleport. I don't think Baiken beats Ky in terms of match-ups. Ky v Baiken wasn't in Baiken's favour and in XX/ I don't think much has changed, only both characters can do more damage/do better stuff. Not to mention Ky has a lot more range than Baiken (that equals damage combos)...it's not going to be an easy fight.
  5. Well yeah, Jackhound wouldn't work - at least in the middle of doing an IAD Tatami as Johnny is still travelling forward, he doesn't magically teleport behind you. He'll get a CH and eat a fat combo.
  6. It doesn't really end there - and besides, Baiken needs to actually get in to do anything.
  7. Watch out for Johnny 2H as well...I usually do j.P against it because it works more often than j.S does...that's only if you're swooping in on him.
  8. When buttons aren't being pressed! 8)
  9. If you play a nice clean game however, it's hard on Potemkin, but all he really has to do is score a sweep...then a MASSIVE GUESSING GAME ensues ^.^ 6K is decent against him, only because it'll stop so many buster attempts, but on wake-up it's a no-no seen as his backdash >> Baiken.
  10. I plan my 6K's kinda late. Usually if you wait a split second your opponent will most likely throw you...and if you don't use 6K until they get up it won't seem so obvious.
  11. Hellmonkey: What do you mean, too close? 6K will not get thrown in it's opening 11 frames. Special instances for Dizzy??(???) ~~~~~ Hmm, Johnny....this match is interesting - it can be a lot of fun actually. :0 I think Johnny can bait counters easily with his unique brand of pressure. It's best to analyse and see where Johnny is going with his shit first before resigning to a counter, I mean, he could attempt a grab and that'd save you tension plus you safely score a knockdown so you can go on an offensive - feeling confident about that throw? 6K. Beware of Johnny 2H. It beats a lot of stuff, but in the situation I put Johnny under, j.P is better against it (knockdown to IAD...j.P will win most if not all the time, j.S will get eaten). Sakura FRC is important as always...as long as you always mix-up afterwards. And yeah - defense mode is best against Johnny. If you hang about and fling out Tatami's you're just going to provoke action. If your IAD Tatami's are good - and you use them from the other side of the screen - then you can use them a bit too. Jackhound isn't that much of a threat, imo. Even if you get hit it's easy to mash out of (I always aim for throw after mashing out) and after blocking, well... 8)
  12. I should really create character specific threads and just put a link to all of the character vs. matches on the first post. At least then, people can just quickly find information on the characters they have trouble fighting against. Doesn't sound like a bad idea - unless anyone else has any ideas.
  13. Try IB'ing the EXE Beast or IB'ing the hit before EXE Beast and backdash it.
  14. The forum for topics about misc fighters and especially doujin games like Melty Blood, Eternal Fighter Zero, and others. Yes, it does sound a bit wrong. :P I'd go with including rather than especially...but of course, if you want to further promote doujin fighters...
  15. Furry business will prevail! :D
  16. What, and we don't?? :0
  17. 2D -> Revolver can also be air thrown, but typically, you have to have good reactions and not get hit twice by the revolver. 2D -> Gunflame can be punished with j.H, but not all the time. If Sol FRC's the GF then it's your ass. :P If he does the feint then you should still be able to counter and hit him (you have a long time to whip out a counter - I don't see shy a counter wouldn't hit). >>Thread Clean-up The general idea is to have a match-up thread for each character (when the need comes up). At least then, people can look easily when looking for info on how to fight a certain character...I'll think of something eventually - there are a handful of matches people get pissed off about with this character, to be honest. lol...
  18. Sol 2S is a good poke tool, but it's still not that great against him. His sweep goes underneath it. The only pokes that beat his sweep (but may require some timing) are: *K *2K *2D (timing too, as Sol's sweep is faster) 6K will beat it at range (eg. P -> S©, 6K). Not an anti-sweep move though. None of Baiken's counters will really help you - Sol sweep beats them all! You might have to introduce more throws in your game too. Might not sound like much, but it's one of the few ways you can get a grip on the match. Covering the air with j.S is good too as metsuke said. If it weren't for his sweep, he wouldn't be so bad. =p
  19. I translated Hii first
  20. It's dependant on the attack - sweeps generally make you fall face down, while some moves make you fall face up (e.g. Axl's Rensen). Jam, Axl, Anji and Dizzy are the only characters who only face down after a knockdown.
  21. Baited bursts always gets punished by slash. Any closer, may as well do 6H-2D jc. instead (perhaps just 6H jc. in XX/).
  22. You'd have to expect that, as people do burst here too. I've done it a few times - you can use it as a bait technique as well if you know where people are going to burst your options.
  23. Anything into Suzuran works too. If they tech after, then you have the chance for air-throw, re-combo, etc...
  24. 6K always gets followed up by H-Tatami for me. The damage is high and it almost guarantees a burst, of which you can bait out and follow on.
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